Signs of Life is a sci-fi survival sandbox platformer with a combination of procedurally generated and hand-crafted content. You'll explore mysterious locations, Mine blocks for resources, and meet strange (and some familiar) creatures, some of which don't even want to kill you and eat your corpse.
User reviews:
Very Positive (461 reviews) - 84% of the 461 user reviews for this game are positive.
Release Date: Jan 27, 2014

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We wanted to get our game in the hands of as many people as possible, as soon as possible. We are a tiny team with no budget, so Early Access will allow us to think longer-term, and ultimately deliver a better game.”

Approximately how long will this game be in Early Access?

“Until we finish the content we have planned for the 1.0 release. We can't give you an ETA at this point, as we're still quite far from being finished.”

How is the full version planned to differ from the Early Access version?

“The full version will have more content, a complete, satisfying narrative and less bugs. What we have in the current Early Access build is a solid foundation, but now our job is to expand on that content in order to finish the game.”

What is the current state of the Early Access version?

“The current Early Access version of Signs of Life is very playable and stable. What we have now is a solid experience, although it has only a portion of the planned total content.”

Will the game be priced differently during and after Early Access?

“We have no plans to change the price between now and release.”

How are you planning on involving the Community in your development process?

“In any way we can. We're active on the Steam forums, and we love getting feedback from the community. The more you guys get involved and tell us what we're doing wrong the better the game is sure to get. We take criticism well, so don't be shy =)”
Read more

Buy Signs of Life


Recent updates View all (18)

August 15

Signs of Life Update 0.7.5 - Balance Changes

The primary goal with this update was to change the combat balance and armor/weapon progression to be more satisfying across the length of the game. This update is light on the new content because we're still working on the next major content update, but we figured we should go ahead and put out the balance changes in the meantime.

Previously, armor provided percentage damage reduction, which meant early armor sets protected very little, the high level armor sets ended up providing far too much protection, and going from one tier to the next didn't feel very satisfying because gaining a few percentage points of defense at a time is really boring. The new system uses flat damage reduction, so if you pick up a helmet that has a defense of 3 it will just prevent 3 damage, which might not seem like a big change but it allows us to make the progression much more satisfying and each new tier of armor or weapons should feel like more of an upgrade. There is a cap on the defense though, and you will always take at least 25% of the damage that is dealt to you. These changes required tweaking the balance of pretty much everything in the game. Most creatures have more health, most weapons do more damage, and we've changed the way armor piercing works so that individual weapons can have specific armor piercing values.

We've done a significant amount of testing, but with all the combinations of creatures and weapons we have I'm sure there will still be some balance issues, so let us know what you think. We're definitely not done tweaking the combat balance, but we decided now was a good time to start making some big steps towards a better system.

Balance Changes
  • Changed armor calculations to use flat damage reduction instead of percent damage reduction
  • Shields no longer add to encumbrance
  • Encumbrance values tweaked across the board
  • Encumbrance can now slow your melee attack speed if it is high enough
  • Projectiles now have individual armor piercing values
  • The weird pink eyeball creatures can now only spawn spikes on appropriate block types. Also reduced their initial spawn rate.
  • Sulfur gas now does its own damage type, we'll probably make a gas mask or something soon
  • Tesla gun does more damage but uses more energy
  • Base energy regen rate has been doubled
  • Reduced energy regen rate bonus on the Jewel sets
  • Increased damage of most projectiles
  • Increased health of most creatures
  • Increased armor on many creatures
  • Fists now do more damage with better gloves
  • Kicking now does more damage with better boots
  • Increased rocket/grenade explosion range
  • Reduced the spawn rate of creatures
  • Spears no longer prevent you from moving while attacking
  • Increased the amount of sand that generates on the surface of planets

Gameplay Changes
  • Changed quick slots to use Z/X instead of Q/E by default, and changed the default dodge behavior so that Q/E make you dodge left/right.
  • Reduced knockdown received from creature
  • Spiked wall creature updated, it is now much easier to damage in the soft spot and much harder to hurt it from the back
  • Fruits can no longer spawn quite as close together
  • During world generation, the area between the mining base and Pioneer Station have been cleaned up a bit. This means fewer spikes, etc.
  • Deposits should now only generate on flat ground
  • Added some grass golems to the far side of the planet during world generation
  • Toilets can now be opened
  • Tweaked some bits of the Pioneer Station and Mining Base. Nothing major, but we're working on fleshing them out a little bit at a time.
  • Renamed Rifle Ammo to 5.56 Ammo
  • You can now click quick slots in order to select them while the inventory menu is closed.
  • Sheared sheep now drop 1 piece of wool when sheared post-mortem instead of 0.
  • Slightly reduced the drop rates of sticks/logs when breaking trees

Bug Fixes
  • Fixed some cases where certain energy bonuses wouldn't stack. Let us know if you see more.
  • Fixed some graphical issue with the spike blocks
  • Fixed a crash related to fireballs
  • Fixed a bug with fall damage calculation related to using multiple fall damage reduction items
  • Movement buttons no longer get stuck on if you were holding them while clicking in the search box of the crafting window
  • AGIS message received when you equip the entire prototype mining suit now only appears once

15 comments Read more

July 3

Signs of Life Update 0.7.4 - Special Independence Day Update

We decided to celebrate Independence Day in the best way possible, by adding more things to Signs of Life that explode in a brilliant and dangerous fashion. For this special holiday update, we added several fireworks and stuffed a Fireworks Party Pack into everyone's inventory, filled to the brim with instruments of pyromaniacal delight.

  • Roman Candles

    • Red Roman Candles
    • Blue Roman Candles
    • Green Roman Candles
    • Yellow Roman Candles
    • Multicolored Roman Candles
  • Bangsnaps

  • Bottle Rocket Kit and Bottle Rockets

  • Sparklers

  • M80s
  • String of 20 Firecrackers

  • String of 100 Firecrackers
  • String of 1000 Firecrackers (Best Value!)

  • Fireworks Party Pack (Right click in your inventory to open)

26 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

Signs of Life is a sci-fi survival sandbox platformer with a combination of procedurally generated and hand-crafted content. You'll explore mysterious locations, Mine blocks for resources, and meet strange (and some familiar) creatures, some of which don't even want to kill you and eat your corpse. Along the way, you'll be able to craft armor, weapons, gadgets and more to assist you in surviving in an inhospitable environment.


Sensing that an apocalyptic war was imminent, the United Nations executed a last ditch plan to save what they could of the human race. 2 crafts were launched, a massive colony ship called the Hephaestus and a smaller, faster scout ship called the Hermes. The destination was a recently discovered earth-like planet with the potential to harbor life located roughly 18 light years away. The Hermes reached the planet first in order to establish a presence in anticipation of the arrival of the Hephaestus.

4 years later, as the Hephaestus approached its destination a faint signal was detected from a nearby asteroid. Against their better judgement, the crew of the Hephaestus decided to investigate, and in doing so set in motion a chain of events that would ultimately lead to their destruction.

The good news is, you managed to survive by hitching a ride on a small escape pod just in the nick of time. The bad news is, everyone you knew and loved is dead, you have nothing but the clothes on your back, a standard issue multi-function wrist laser and a faulty artificial intelligence companion named AGIS. Oh, and the human race is probably doomed.



  • An expansive world with procedurally generated and hand-crafted content.
  • Online Co-Op Multiplayer
  • A bunch of weird alien creatures.
  • Some familiar creatures.
  • Chickens.
  • Mining, hunting, gathering.
  • Gobs of ores, materials and animal organs you can use to...
  • Craft all kinds of weapons, armor, gadgets, furniture, etc.
  • A bit of story and lore to hold the whole thing together.
  • Eggs.
  • All spiritual content in this game has been assessed by Dr. Halamkah, advisor to the stars.

Current State of Development

Signs of Life is currently in Alpha. We feel like we've put together a fun, satisfying experience that will allow us to get wider feedback while we complete the rest of the game.

Right now our first priority is making sure that the content we have in-game is as bug-free, balanced, polished and fun as possible based on feedback from you folks. We have a significant prologue/tutorial planned, as well as significant content beyond what is currently playable, so the sooner you get involved the more of an effect you'll have on the final game. We deal in hard science, and in working very closely with our personal science advisor at Sweet Dog Studios, that tends to lead to results.

We are still very much in development, and we would like you to join us in shaping the game from here on out. Your feedback is vital to us, so don't be shy =)


  • Some sound effects are missing, but we are actively working on filling them in.

System Requirements

    • OS: Windows XP
    • Processor: Dual-Core 2 GHz
    • Memory: 2 GB RAM
    • Graphics: Graphics card with Shader Model 2 support
    • DirectX: Version 9.0
    • Storage: 1 GB available space
    • OS: Windows 7
    • Processor: Dual-Core 2+ GHz
    • Memory: 2 GB RAM
    • Graphics: Graphics card with Shader Model 2 support
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Very Positive (461 reviews)
Review Type

Purchase Type


Display As:

(what is this?)
333 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
5 of 5 people (100%) found this review helpful
40.9 hrs on record
Early Access Review
Posted: September 7
Great game, and the devs are active and responsive. Lots of little details that show they care about the game.

+ Good balance difficulty-wise. Not too easy nor too challenging.
+ Interesting mysteries to explore.
+ Polished game, especially for early access title.
+ Fun :)

Areas that could improve:
+ Larger world.
+ More bosses.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
10.2 hrs on record
Early Access Review
Posted: September 15
So I've had this game since around Christmas of 2015 and didn't start to actually play it until very recently. And I wish I had started back when I first got it. This game is a LOT of fun. The crafting is simple and diverse, fighting monsters is difficult when you first spawn, but as you progress (get better tools, armor, etc.) they become much easier, but to keep the challenge aspect the game has minibosses, bosses, and the monsters get progressively tougher as you dig deeper. The game also has a story that you can follow if that's your thing, which I recommend as it leads you to some good rewards. The devs are also pretty active too which is always a plus. Overall I rate this game a 9/10 and highly recommend you get it.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
1 person found this review funny
18.8 hrs on record
Early Access Review
Posted: September 4
Pretty good game.
Its like Terraria and Starbound but more fleshed out.
Coop is kinda a mess due to loot and quest items not having separate drops per player, so it can ruin the game.
Was this review helpful? Yes No Funny
A developer has responded on Sep 5 @ 2:00am
(view response)
1 of 20 people (5%) found this review helpful
1 person found this review funny
Not Recommended
0.7 hrs on record
Early Access Review
Posted: September 10
i didnt like this game at all. it was very laggy and boring and i was not satisfied with it. its worth checking out but i just did not like it at all
Was this review helpful? Yes No Funny
A developer has responded on Sep 11 @ 1:54am
(view response)
Most Helpful Reviews  Overall
252 of 271 people (93%) found this review helpful
2 people found this review funny
13.3 hrs on record
Early Access Review
Posted: January 27, 2014
I've seen the game about on the web for a while and decided to buy it purely because of my love for games such as Starbound and Terraria.

I was not disappointed.

SoL doesn't feel nearly as expansive as Starbound (Which i will try to avoid comparing it to, though the two are very similiar so this will be hard) however what it lacks in explorable planets and the like it seems to make up for in crafting content and the amount fo materials you can collect.

One handy little tool that you have when starting SoL is the HTWLT or Hight-tech-wrist-laser-thingy (I'm almost 100% certain this isn't what it's actualy called), which functions as all the basic tools you need to start out: pickaxe/axe, flashlight, map, object grabber and a lovely home for the AI companion that accompanies the player and provides a few tips. One thing worth mentioning is that your character won't actively pick up any objects you mine or get from a kill, this has to be done manually, an action that is default bound to the middle mouse button. In my opinion this is a good thing, as it means that your inventory doesn't have to get clogged up by dirt blocks being hoovered up by your player's legs. Unless you want it to. Weirdo.

Whilst I haven't amassed a huge number of hours on SoL (yet), it feels far more realistic in some of the systems that it has, for example your inventory. In games like Terraria or Starbound, you have a grid based inventory where every item is stored in a 'slot', in SoL however you simply have a backpack in which everything you pick up is thrown, which leaves in up to you to jig it about and make it organised.

The combat also feels vastly different and improved from similiar games, as the player is able to attack in a full 360 degree circle and left clicking will perform a slash attack whilst right clicking will perform a thrusting attack. You will also find that different melee weapons have different effective ranges and that they all feel weighty and satisfying to use. The bow (I haven't tried any other ranged weapons yet) also feels just as satisfying, almost as satisfying as watching a sheep run in fear as the first arrow hits their backside.

The crafting is pretty similiar to any other game, with one key difference: you can actually take things apart and use their pieces in other recipes. I can't really say much about the building side of the game as i've spent a vast majority of my time hunting chickens and cooking their flesh, though i still have no idea how to eat it (you do HAVE to eat in this game, in case you were wondering).

Also, BACON.

If there's one thing i'd have to pick on it would be the level of guidance for new players, some actions such as eating and destroying background blocks aren't covered in the few tips your AI companion gives you and I have yet to figure out how to do either of these things. Having said that, this is the first time the game has been playable by the public, so i'm sure the Devs will be adding more tutorials as the game progresses :)

Overall SoL is definitely worth your time if you're a fan of similiar games as it feels familiar enough to not be daunting, yet it has quite a few nifty features that help it feel fresh and new. Please don't be put off by the people that say this is a Starbound clone or anything similiar, SoL has its own legs and it stands on them perfectly well.

Great job Devs, keep up the good work :D

EDIT: I figured out how to eat, you right click on the food and a stomach icon fills up, though the stomach icon was hidden behind the inventory screen so I had to drag that out the way. Still, BACON.

EDIT: You can't destroy natural spawning background blocks at all, but you can place your own over them :) Oh and the HTWLT is actually called the 'Meg Tool'.
Was this review helpful? Yes No Funny
188 of 197 people (95%) found this review helpful
23 people found this review funny
1.5 hrs on record
Early Access Review
Posted: December 27, 2014
"Controls are disgusting.
the text is too small to read easily.
and in general I am less then impressed"

this was my initial take on this game but since I posted this the developer has asked me questions about my experiances and has been incredibly helpful. if a single man can take the time to do this why can't our AAA titles?
Was this review helpful? Yes No Funny
A developer has responded on Dec 27, 2014 @ 8:52pm
(view response)
89 of 91 people (98%) found this review helpful
1 person found this review funny
54.0 hrs on record
Early Access Review
Posted: February 1, 2014
Yesterday I decided to purchase Signs of Life on a whim. I mean, at $8.00'ish dollars it's not a tough sell, really. I have to say that Signs of Life has impressed me greatly so far. I definitely LOVE the very colorful, beautifully crafted world, and already I can't get enough of this game.

I loved discovering that I could bash stuff with a torch. I laughed when I found out that I could 'suck' an item towards me, and watch the item launch somewhere when I let off the 'suck' button too soon. I found that if I sucked up the Impaler Spikes and let the button off to quickly, it would actually impale me. Tell me that small pleasures are the sign of a small mind, but either way, sign me up. :) I love that the Pickaxe has a more realistic approach to swinging in a true arc than any other 2D miner, and using the right button gives you the ability to do the little tappy-tappy semi-swings that let you work in smaller areas. I am discovering silly little things all the time, and it's great!

I own and play Starbound, Edge of Space, Terraria and Craft the World. As I've noticed, a lot of people are comparing this game to Starbound, so I'll work from that common perspective. So far me (and my kids) have put 142 hours into Starbound. But it's missing something. Perhaps there is just SO much randomness to everything in Starbound that it's difficult to identify with anything in it. My kids grew bored quickly with it, and I was trying to figure out why. It may have to do with dated graphics, which seem very washed out, but that's the art style they are going for and it doesn't bother me a whole lot, especially after growing up on ASCII games. The only thing I can speculate at, is that there is so much to do in Starbound, but not much reason to do anything. Hunting for food is a chore, and killing the 4-5 monster types on a planet gives me high marks on the yawn scale. And 'treasure chests' often go ignored because I know it's just gonna contain another Tier 1 weapon, or a copy of Tech I've already received 5 other times.

Now with the few hours I've had with Signs of Life, everything is fascinating. I want to discover as many new things as possible to see what I can build. AGIS (Aegis?) has a low and wicked sense of humor for an AI, and the creatures of the world feel life-like. Chickens lay eggs (and even have the animation to prove it!). The bugs( insects) are so happy being in the game that they do flips. What more of an endorsement do you need?! The monsters begin to differ as you dig deeper into the world, and they get tougher too. Every time I stumble upon a new life-form, I think, "What little surprises do you have for me to discover, my pretty?" The only thing that truly rings false to me so far, is finding sheep and goats living down deep inside the supremely dark and oxygen deficient caves and caverns. Perhaps that is a bug that may be fixed later.

Anyway, to sum up this extremely long post, Signs of Life has some serious promise, and for the few hours I've played it, it has been very enjoyable, fun, funny and I can't wait to put some more time into this game, to see what other simple pleasures I can discover in this beautifully rendered game.

Keep up the great work!
Was this review helpful? Yes No Funny
93 of 110 people (85%) found this review helpful
6.5 hrs on record
Early Access Review
Posted: January 27, 2014
Video Review:

Signs of Life is a side scrolling exploration sand box. The player explores the world and mines resources to craft new items. Items range from armor and weapons to tools that aid in the crafting of new objects. The exploration is great. It's as fun and exciting as it can be in a 2d world. The crafting is rewarding and the new equipment looks awesome as you equip it. The gathering of blocks needs to be more stream line though and the fighting/motion is awkward. If that gets fixed it will be a really fun game. It's a decent value at less than $8.
Was this review helpful? Yes No Funny
55 of 56 people (98%) found this review helpful
3 people found this review funny
10.9 hrs on record
Early Access Review
Posted: June 26, 2015
I purchased this game after reading through the negative reviews and seeing the developer personally answer each. That says alot about the interest the developer has to his player-base. Thanks for that. In terms of the game itself, it doesn't seem like much when you first see the online video and feels a little "strange" when first playing. However, the game is carefully crafted and well designed. What takes the most time is the controls. But hit ESC and select "Keybinds" to see them all. Also, the environment is wonderful. I love the way each sprite is rendered. It has a simple system for these sprites and focuses on the main goals of the game. I love the amount of content. Literally everything has a purpose. The building mechanics are simple enough and well designed to give you exactly the immersion needed and nothing more. Also, I LOVE that the games make no *elaborate* claims. The game is exactly what the description promise. Additionally, nothing ever feels monotone and the game lays out a well defined goal. And, this game has no MODDING capabilities yet (still a work in progress). This I LOVE!! Because it means the developer actually built (is building) this game, not relying on his users to create new functionality or add new content.
Was this review helpful? Yes No Funny
65 of 72 people (90%) found this review helpful
3 people found this review funny
26.8 hrs on record
Early Access Review
Posted: February 1, 2014
My intial review was overly harsh, and lacked proper insight to be helpful. ( I was really wrong.) You should totally check this game out, Reason why below:

Quick And Dirty:
The game is a must play, it is superbly refreshing both visually and game play-wise to anything in the survival miner adventure game arena.

Full Disclosure:
Like other games of the genre, your object is mostly to survive your harsh new world. You mine ores craft armors and tools to your delight, and build yourself a home or fortress. That's about where the similarities end.

The game has a Flash-like graphics look to it. Do not let this deter you at first sight, it's gorgeous. From the fire effects, to the smashing of eggs on enemies, to the felling of trees and leaves falling about you, the beauty and dare I say simplicity of it will draw you in. Did I mention you can light sheep on fire?

I'm still not too big on the controls, a tad of a learning curve to them, mostly muscle memory though, so once you got it, you're good. But the actual movement of the player and and other mobs is really awesome and fluid. Like the ability to crouch, and still and attack and function normally allows you to build these small winding passages that your character fits through, but not for the deadly aliens looking for a meal.

Oh you have this like AI-Guide like thing, that's farily whimsical. I would like to see/hear more from him. Kind of like your best friend, who's sole purpose is there to troll you, and revel in your misfortunes.

The death mechanic(On death all items and equipment is dropped) is a little harsh in my opinion, and I would love to see hopefully an option for maybe like a casual and normal difficulty, and Normal being the game's default mechanic. That being said is does not take away from the fun, it further extends the dire situation your character has found themself in, and ensures a thrill to your mining runs, as there is no warp to surface or death port option, and forces players to more carefully evaluate mining situations with safety in mind, to ensuring a Spitter (Alien critter that spits some kind of corrosive acid at you, not good with children) can just drop in on you and wreck your party. Hell and if one does, time to test out them emergency protocols, otherwise known as Kill it, Kill it with Fire!

So the game is definitely worth the pennies, if surviving on hostile planets is your thing, but another thing to mention as it's a sore spot for me with a lot of these Early Access Games. This was released end of January, like 27th or 28th, since that time there have already been 10 updates pushed to address everyone's concerns and feedback, and they are very active here on the Forums for developers. Hell, typically the Nerd Rage rants go completely unanswered and just lost to the interwebs, yet within hours of my nasty review, I was contacted and nicely mind you to address my experience. Like I wasn't told to go complain about Early Access nonsense elsewhere, It was justa simple hey, you seem to be having trouble, let us know we'll get it fixed if it wasn't already updated.
Was this review helpful? Yes No Funny
Recently Posted
5.4 hrs
Early Access Review
Posted: October 1
Product received for free
this game is ok but there isnt much storyline and it dosent last for long, i wouldent pay for it
Helpful? Yes No Funny
A developer has responded on Oct 1 @ 2:41am
(view response)
11.3 hrs
Early Access Review
Posted: September 30
Product received for free
good game gets boring fast devs are slow (six months for each update) other then that its a fun game for a bit
Helpful? Yes No Funny
A developer has responded on Sep 30 @ 3:48am
(view response)
117.4 hrs
Early Access Review
Posted: September 29
I haven't touched this game for over a year. My review back then was positive. Now I'd rather give it a neutral rating. But since it just frustrated the hell out of me, it gets a negative instead. I can only comment on the single player game.

The game does have good graphics and they've added more content.

Here's my experience with it so far:

1st launch
I couldn't figure out how to start a new game after creating a new character, I clicked multiplayer and it crashed.

2nd launch
Clicked create character, it crashed.

3rd launch
I couldn't figure out why I couldn't play a single player game (could only go into MP or sandbox). After I deleted all my old & new charaters it finally worked.
I noticed that in sandbox mode you get to pick your world size but not in single or multiplyer. After clicking the checkbox it crashed.

4th launch
I got to the character screen, but then couldn't figure out how to go into the single player game AGAIN. You select your character that you created, then click the check box and nothing happens. Continue is greyed out since you never actually went into the world.
So if you've created a character and the game crashes, you have to delete all your characters and create a new one and start all over AGAIN. And after that, when you go back into the game, you can click continue (otherwise is was greyed out).

2 or 3 launches later, it wouldn't launch, ran in memory only. Task Manager took care of that.

Your inventory:
No grid, you just drop items into pouches or whatever, click the shuffle button to sort them.
But this system doesn't really work well. Pouches in your inventory have limited viewable area. The bigger items will tend to overlap the smaller items, making it difficult to find what you need. Same issue as I had a year ago.
When the game first started, I couldn't figure out how to get descriptions of anything. Clicking on the item did nothing. It was only after I died the first time that I was able to finally get item descriptions by left clicking and getting a popup.

I spent alot of my time fighting with my toolbars, they're bugged as hell (I'll try to explain).
You get two tool bars, but only can see one at a time. My first toolbar kept getting replaced my items I put into my second tool bar and visa versa. This led to utter frustration. Your first toolbar has predefined slots, while in the second one you can put into them anything you want. Each toolbar only has 6 slots. The first tool bar, the number one position in your main tool (the Meg), #2 fists and so forth. So I put a pick into my second tool bar and when I switched to the first, it replaced the Meg and I couldn't get it to switch back. Only after dropping the pick, was I able to get the meg back. Then it worked fine (1st toolbar #1 was Meg, second toolbar #1 was pick) until I died and I had the same issue again.
So here's the frustration with the toolbars. For instance #5 on the 1st is either for blocks or platforms. I put platform in #1 and blocks into #2. Except when I switch back to #1, it had the blocks instead of platforms in both. So then I put a block into the 2nd toolbar. It stayed like that for a while and then it reverted blocks only. And this is an issue that constantly occurs. Frankly the developer should just let the player decide what goes where instead of it be predetermined. It just becomes an utter pain to be constantly switching back and forth between toolbars for your most commonly used items.
The other thing I don't like is that on the 1st toolbar #2 is to equip your fists. I have a sword, spear, bow, why you anyone want to equip their fists to fight. And you can't replace that spot with something more useful. And if you try, it falls into the #2 slot on the 2nd toolbar replacing whatever you had there.
Also sometimes random items in your inventory will replace what you have in the toolbar.

Why do I have such an issue with the toolbars? When I'm getting attack I want to be able to pull out the right weapon to fight with, not a friggen mining pick where my sword or gun should have been!

The Meg tool is bugged also, sometimes you can mine with it and other times you can't and I use it alot because it's a ranged mining tool.

After killing my 30ish sheep the game finally told me I should use scissors instead of killing them to collect wool. WTF, Why wasn't I told that after the 1st kill? That's just like the tutorial (otherwise known as "Projects" that you can follow, (1st is to make a campfire, 2 to build a wooden door, etc)) it didn't appear until after 3 hours into the game. Why the F would I need a tutorial after playing the game for 3 hours? Oh and it shows up in the crafting menu.

In order to pick up items you have to press the "c" key and be facing in that direction. Why can't I just press a key and have everything picked up automatically. I had an issue with this a year ago. What you do is you walk around constantly holding down the "c" while trying to do other things. The reasoning for this is that you may not want to pick everything up all the time. However if the item is on the ground you don't have a choice what is picked up and have to wait while other items are being collected. Also too many items on the ground will cause the game to lag. And items on the ground stay there forever.

You do have a map that is utterly useless. All I see is a circle and a dot on it and nothing else. What good is that? When you die, unless you remember where you were, good luck using the "map" to find your body. When you die, you drop everything and must recover it all.

Base building in this game is obsolete, you start with two pre-built bases. I think they're made out of iron. So then why is there a project to build a wooden door? Just doesn't make sense to me.

I understand that this is EA, but last time I played, I didn't have the toolbars from hell to deal with. So until that's fixed, I have no desire to play it.
Helpful? Yes No Funny
A developer has responded on Sep 29 @ 3:45pm
(view response)
16.2 hrs
Early Access Review
Posted: September 11
This game İs very Cool and good pls uptade becuz soo many bug's in this game :/
Helpful? Yes No Funny
A developer has responded on Sep 11 @ 2:48pm
(view response)
15.8 hrs
Early Access Review
Posted: August 23
o.k, great concept
not great
needs work
good for beta
only buy if cheap
Helpful? Yes No Funny
A developer has responded on Aug 23 @ 8:36am
(view response)
23.3 hrs
Early Access Review
Posted: August 20
More people should play this game. It's very good but needs more content like biomes and more.
Helpful? Yes No Funny